this is the definition of cheese if I ever saw a boss. Melania was as well but this tops that. I wish the devs would of designed better bosses instead of going full cheese with everyone. They could of at least not had bosses fly around the damn maps like circus freaks and the camera everywhere. If they would of took the time to made the scripts better for human builds for the player to fight would of been much better if you ask me.
Lets Hope they get care of It somehow. I dont have an issue of a Boss going apesh!t, but not having to make me take eye surgery would be extremely appreciated.
Okay but on a more detailed level I do just think a comb of sky lasers following his attacks does look ugly. Like, unrelated. If it was one sky laser, maybe, staying around and following his swing, I'd get it more, like he is painting the trajectory for where the sky lasers should go, but even then I'd really like a tangible source for them to be visible, or at least them to only happen on slams like every other game, or it kinda breaks immersion, they're just the bullet particles. Gotta have something related to them, even if just a motion. As it is he looks like he's from God Eater 3 and really doesn't care about the aesthetics of his burst arts. And that won't make sense unless you've played the game and note how many attacks just look a bit off or very off visually with certain burst art effects. Some burst arts, they'll do a diagonal slash, but if you put them on a notably, mildly is fine, but enough of a different diagonal visual effect, oh boy, is that going to grate you. I don't like arcs shot out of a gun or the end of a jab of a spear, they have to be drawn with a slash, or an appropriately arc shaped emitter. But God Eater 3 kind of really helps you understand the theory with bullet emitters because it doesn't allow you to put smash or thrust effects on slices, or vice versa. This is like if you put, yeah, the sky laser effect on your biting edge, ordinary, horizontal slashes, forget the specific burst art names of it, is, this is just irrelevant. If it was a golden, syrupy trail behind it, if it was afterimage slashes behind his normal combos, if his swords had a glowy light ball that followed them that spired a single, continuous laser behind it, or even that dropped a series of rapid projectiles that had a tiny explosion on the floor when they hit. All of that would look better, I think. It's a little thing but I think it's really important to get right and you don't appreciate the work that goes into this sort of thing until it goes wrong.
@@ni9274 My comment was actually just quipping on the fact that there's laser lights and gridded spheres. The pill hitbox is more well-known with reference to the player, the Grand Lance is the most famous example, but I can understand thinking they'd hone it in for the bosses, create more moments of tight dodges, but understandable that they don't do that, I get it. This way it's more about showing proof of intent, and therefore something closer to actual mastery, than about the swords whiffing overhead a lot for accuracy's sake, and generally feeling a lot safer versus large humanoids. It's video gamey in a good way that makes it a better video game, screw realismhards.
Btw, BIG CHEESE STRAT for the meteor at 6:35. In short, you can cancel this attack into radahn just falling out of the air, doing nothing. You only need to be airborne about 2-3 second after he jumps into orbit. You can do it consistently by jumping every second, or just use some dragon incantiontion midair. Longer explanation: Unlike how OG radahn uses the horse for tracking, Lord Radahn uses an invisible hitbox instead. The hitbox for detection appears on the player roughly 3 seconds after he launches, and teleports Radahn back to that location for the rest of the attack. You can probably guess by now why you need to be airborne -- this makes Radahn comes back midair, and lock him into a falling-landing animation, completely overwriting the rest of this meteor explosion attack.
4:18 am i seeing this correctly? Instead of the pillars of light being say, hitscan lasers coming from the sky.... they are actually GRENADES being thrown to the ground that explode and only have a ground hitbox?!?!
That's the thing that I think most find him very hard for while it is not that bad, just good positioning and it is basically the same, but faster pace and more punishing phase 1 moveset.
Whenever I see hitboxes in just about anything, they get super simplified like that. My assumption is that making them too complex presents technical issues.
@@squeef Ironically, hitscan tracers are easier to do and actually are more performance efficient. I'd say it's more of a case that FromSoft is more comfortable making everything a damn exploding spherical hitbox... which really limits the types of attacks they can dish out.
Yes, their position depends on the angle of the attacks and probably depends on the terrain. I think this makes the pillar to sometimes not have a consistent location
His arms also have massive cones, which sometimes cause him to hit players behind him. I've lost count how many times at 0:12 I've made a jump attack to his back only to get hit by his shoulder.
@@cosmicfrank5465 It's still radahn. We already fought radahn. A unique dlc needs a unique final boss. Just because he swings horizontal instead of vertical dosen't make it unique.
@lordninetails514 He actually swings very similarly to Starscourge, just faster and with more intent. Either way my actually opinion is that Prime Radahn counts as a unique fight, same way Isshin Ashina and Sword Saint Isshin count as two unique fights. Godwyn would've been cooler tho, but oh well.
From what I can tell, the hitbox would just be the same big cylinders all his sword attacks have, but it looks like it could miss you if you roll left late enough.
If Radahn swung a sword at somebody and he accidentally hit them with his arm because they were too close, I'm pretty sure it's still gonna hurt like hell.
@@Hydra_X9K_MusicThey did that with The Four Kings in DS1 and it meant face-hugging the boss made them borderline harmless. You basically took chip damage and with high poise you could trade hits all day without a problem.
this is ridiculous acording to the hitboxes you can jump over (most) lightning beams coming from above which shouldn't be possible but you can't jump over the lightning discus which should be possible.
And you can’t jump over the AOE when he pulls his swords out of the ground after that big combo, despite the animation clearly being localized only to the ground. That hitbox is inexcusably bad
So it wasn't just my impression that the hitboxes were bigger than the actual weapon. From need to fix that, it is already a frustrating fight with how hard it is and with all the blinding visuals, doesn't need bad hitboxes to aggravate everything
Every single games with weapons have hitboxes bigger than the actual weapons, if it wasn't the case then it would be extremely difficult for the boss to hit you and for the player to hit the boss That isn't bad hitboxes that's just hitboxes
@@ni9274 so every attack you can dodge pixel perfect even with emoting is a bad hitbox? When the invisible hitbox is much bigger than the effective and visible source of damage is a bad hitbox, there is no excuse. You can accept it, everyone is free but that doesn't change what it is
This is what happens when you mix in sekiro or BB with dark souls. And to everyone throwing around the ''complex combat'' and ''boss flow states'', it ain't anything new. It was always present even in older titles. You had to strafe, dodge, attack during openings, use jump attacks, etc. And ds2 sotfs had other things to consider such as environmental awareness, disabling boss abilities, stricter resource management, etc. So yeah, the bosses have less combo's because stamina actually mattered. Bosses like elena weren't a simple wait for opportunities and dodge, you had to learn how to manipulate their AI too. For example baiting velsdat to attack you, dodge him and then attack elena. Or attack the skeletons in between elena's attacks. So on and so forth. Stuff you do in ER as well. The reason this seems ''easier'' is because the game spread out its difficulty far more greatly than ER. Like it had a hard mode, NG+, NG+2 changes, etc. which when combined to various degrees, made the bosses harder by that amount. For example, if the game started out with CoC + NG+2 levels of damage and health on enemies, I'm quite sure the game would become ''much harder'' for newer and older players playing it for the first time. But they'd learn the combat eventually. However that process wouldn't be that fun and it would be a cheap way to increase the difficulty. And this is largely what ER does. What ER does too is mismatch the player and boss speeds. This is approaching doom eternal buffed maruder territory and I'd rather fight that than this. The solution to raising difficulty isn't spamming us with combo's and aoe's. If thats what FS wants to do then make the combat around that. Make the player match the boss and enemy speeds. Otherwise bring back the ds2 sotfs style of combat and refine that. Not dumb it down or completely change it.
they did add a 5 minute sekiro mode which allows you to negate every single attack or aoe done here and... it begs why they didnt add this from the start, as just inherently part of the game. considering they clearly wanted to design bosses around being hyper aggressive. but i agree that a return to something like sotfs would be better. slower more methodical. actually, better comparison i make is with Armored Core. which has always been able to marry Action & Immersive Sim elements, honestly better than souls games.
@@vj7248 I'd comment on the dlc if the game actually decided to function. Its so broken I literally cannot play without suffering seconds long freezes and stutters. I'll tell you why. To make the game ''hard''. Fromsoft and their own fanbase don't know what they want. that's why they made ER the way they did. Just look at how defended ER is to this day. Despite the dlc clearly showing the problems. Ds2 sotfs set the best case for an open world dark souls game. Can't believe FS fumbled it up so badly. I've not played AC6 as it ain't my cup of tea.
@@siyzerix the performance issues with souls games is quite sad considering how well optimized dark souls 2 is. ds3 & elden ring will always randomly lag at certain areas. apparently, elden ring uses some broken drivers that fromsoft hasnt updated. and the only fix for it is exclusively for steam deck thanks to proton stuff.
@@vj7248 Its also the camera, needless obfuscation of information, no hardmode, no challenge runs baked into the game, etc. So many ways to expand difficulty instead of wombo combo's.
Well that’s every hit box in a souls game, including your own weapons. Not saying he’s a good boss tho, he’s especially bad with colossals, and I have a video showing a very funny glitch. They really needed to have more time to cook with this dlc lol.
@@MakioGoHardio funny, but I had lot worse time with smaller weapons. But it's just me, I got used to big ass swords and I play much better with them then with fast stuff. Haven't seen you for a very long time btw😁
@@Sargatas colossal weapons are actively punished in that fight. He has 120 poise and regains it in 6 seconds which is hahahahah bad. He also has 0 opening for colossals to swing mid combo, you have to wait for him to finish out his combos for a single punish usually a R1. I find him the most enjoyable when deflecting and using a light weapon and ironically get more poise breaks than heavy weapons. Let’s not even talk about the embarrassment that is the 3 swing combo, ik how to dodge it but it’s still bad.
@@MakioGoHardio he has not so much difference between light and heavy weapons tbh. 1 or 2. additional windows for one quick attack doesn't matter too much (backhanded blades with blind spot is a different situation tho). Poise breaking him with any weapon is a casino: if he flies away to do meteorites or projections - your posture break progress is gone anyway. I have a video of no-hitting him (well...if we count chip holy damage from deflected attack as no hit), but he flied away way too often, so only one posture break. Tbh I'm glad that he has a lot of windows for charged heavy or weapon skill. Triple slice is 100% objectively bad attack, no one will argue with that.
you can jump over the pillars of light? lol, if this is true, thats a huge visual clarity problem, but then again, this boss loves you flashbang you and kill your fps at the same time. Also those discus of light hitboxes are so lazy, the one skill you should be able to jump over...
Even if the hitbox was the size of the disk you wouldn't have been able to jump it, it would still touch the upper half your your body where your hitbox is active, from what I can see there is no terrain in the arena elevated enough to have allowed you to jump over it.
@@Losttank09 Crucibles stick to the ground while the giant discs come from Radahn's center of mass height. It would still be very inconsistent to jump even if the hitbox matched the visuals down to the pixels.
You can dodge them on time or move to a place where they don't spawn. But if you can jump it, which I haven't tried, then it's like other stomp attack.
They're lazy ? Are you a game dev ? Do you know anything about the process of making hitboxes, if your supposed to dodge an attack the form of the hitbox doesn't matter
Seeing this helps figure some of these out but god I wish the fps wouldn't tank, I feel once that's fixed and maybe tone the effects down if possible I'll enjoy phase 2 more but the fps dropping makes dodging very rough.
It's the left to right double slash into a cross slash that gets me, you either dodge the first and get hit by the second or viceversa, there is no way to dodge both on a wimp, at least not for mid rollers but who goes lightweight? By pure chance I went hitless on Phase one twice, but only because I was on a lower elevation during the aforementioned attack and the second swipe didn't hit me
Very useful, thanks. Looks like you can jump the phase 2 holy AOE's after his regular attacks, never would have guessed based on the vertical pillars of light coming out of them
And this is one of the reasons why I would recommend Fromsoft tl consider making another Souls for here on a long time. See, as long as time moved on, we saw the formula changing combat wise. They obviously prefered to change the strategic combat approach Souls games had to a more dinamic style Bloodborne onwards. As an incise I never has an issue of how Boss fights works on any of Fromsoft content, not even on Elden Ring or its DLC which is currently being harshy criticised for having vastly fast paced boss fights that overwhelmed a lot of players, I wont talk about that. Imo is a design choice that I personally love but I get why other people wouldn't like. Instead, I would want to talk my worries on a more technical level. Because honestly: Weren't you more annoyed here by things that technically always were there, like the hitboxes some attacks like grabs could have, or the issue that camera has against some boss fights, specially the ones with a box like arena,or the poor optimization and frame drops, more than any piece of content before? Yes, I think that the biggest criticism, and imo something that would make almost everyone happy, is to change how the game deal with combat more on a technical level. Because remind you: They had been using the exact same engine since Demon Souls, and on a lot of times It has glaring issues because of it, Bloodblorne, DS1 Blightown or SotE boss fights. Hitboxes here doesn't help at all, as you have to optimize this kind of things specially when the boss design is like the way it is . If a hard boss has bad hitboxes, the hitboxes feels three times worse than they really are for how much they stand in the way, like Commander Gaius case. Camera on the other hand, is obvious right? In it best it helps a lot on humanoid boss fights, but overall on giant enemies its getting so much on the way for the enjoyment of the fight... look what happened with Fire Giant, the camera makes that an otherwise should be an epic fight a pain due to being hard to see half of the attacks. Thats why, imo, if they want to keep this kind of fast paced combat, they better have to reconsider to improve the game on a technical level, knowing that now they have the budget for doing so.
I'd agree the issue isn't technically the bosses, more of the combat system as a whole. They need to evolve it, as Promised Consort is the maximum you can reasonably do with the already limited souls-like combat loop.
I think Elden Ring combat has way more depth than previous souls and I don't think FromSoft actually explore all of it or that they explored well in this DLC. This bosses is pushing the limit, but it's because it's a bullshit boss with inconsistent attacks, insane tracking and some bad hitboxes. Comparing this boss to Rellana or Messmer, or even base game bosses like Maliketh, Morgott. With those bosses, you can strafe attack, jump, crouch, use the posture system in your favor (Consort cheats by regen his posture faster than it should). With Consort, you roll, roll, roll, get 1 R1 punish, and repeat, to be able to dodge the cross slash combo, you need always to be at a specific spot, which also hinder agressive play, makes you play defensive and the spot you need to be is ass, you can't see the boss properly. I do agree that some part of the combat evolved while other are still lacking, mainly camera and arena/terrain. Camera is obvious, everyone knows, they make big bosses that can't even fit on screen, sure bigger boss means you can see his attack more clearly, but if the camera don't do it's part, it doesn't matter. The enemies got way more complex over the years, a random elite enemy in ER is more complex than 70% of souls trilogy bosses, but they always interact with the terrain in the jankiest way possible, if there is a slight elevation, this is enough for an attack to get interrupted and the boss you fall randomly, the art direction evolved, arena are way more detailed now, but it doesn't mix too well with the combat
@@rauqui5318 It is. I could make an equally stupid comment about how Gael is just an edgy sword guy that shoots out skulls and lightning, out of context it sounds stupid.
I have some questions about hitboxes, every time i see them they look bigger than the weapon, yet i have seen how attacks pass milimiters next to the player without hurting them, how's that possible?
Thats in every game that exists, most of the time the hitboxes are a bit bigger than the model, all Fromsoftware have this, i feel it could that the damage hitboxes arent active the moment they touch a model, Ive been trasspased by the curseBlades chakrams with no damage sometimes
Yeah it doesn't surprise me too much to see only a few issues. The one jumping attack in his second phase, after he stops flashing, activates his other sword hitbox even though that sword remains idle in the air. The hitbox for the lasers moving away from the consort in a circular pattern all of a sudden deciding to use a unique floating away hitbox, which doesn't properly match the attack. And the nuke attack, although that one looks more on the generous side. I feel like most of the consort's issues just stem from rough to bad attack design, like the left-right-double swipe being a ridiculous thing to dodge.
The floating hitbox doesn't change the way you dodge the attack. the nuke attack is supposed to be ran away from. All of the example you gave aren't bad hitboxes Not ridiculous to dodge just hard
@@ni9274 You word this like I have a major issue with these hitboxes lol. Yes these hitboxes are at best a minor issue if even an issue at all, especially in practice. But the inconsistencies don't make them well designed either as far as I'm concerned.
Looks like what base game Radahn had with his swords. The hitboxes are more inflated despite the actual length of the blade. I was wondering why i was getting caught out despite the blade not touching me when I was figuring the boss out.
The boss punishes you for rolling away and not into his sides, and the AoEs appear directly where the swords touch, meaning you should to the other side the swords come from. It is very intuitive and doesn't mess with my brain but I can understand if you have critiques for his visual clarity.
@@Sharkamfss The beam AoEs are jumpable as the beams do not have a hitbox, the huge aoe on the ground is a sphere and isn't jumpable even though it should be. They ether didn't test this stuff or they're sadists
What isn't making senses in this clip ? In literally all melee fighting games the sword hitboxes are larger than the sword. Every games messes with your instincts Nobody said hard = good.
@@ni9274 Most fan souls say that hard = good. And literally read my 2nd post. No, not all games mess with your instincts. I've played pretty much every souls game multiple times other than demon souls. Elden Ring finally threw out the window the suspense of disbelief that you're actually dodging attacks. You're not dodging attacks, you're i-framing them. You roll and jump through ridiculous visual effects, and take 0 damage. My main issue with the game is just how unimmersive it is. The delayed attacks don't make me think I'm fighting a believable behemoth. They make me think a developer tried to optimize the difficulty around the healthbars, because IRL everyone wouldn't hesitate to hit you due to getting stabbed in the gut. It's as if the bosses know they have health bars and know they can take hits from you so they end up delaying their attacks and looking ridiculous in the process. It's as if the bosses went to anti i-frame/roll catching school and fought thousands of identical tarnished before that all tried to cheese them with i-frames. It just pulls you out of the game in general, not just this boss. Yes I know you don't have to do this. I know the game has sufficient RPG mechanics that allow you to humiliate bosses without even rolling once. I'm only talking about how they designed bosses to be as unimmersive as possible.
Cause you have absolutely no idea how these hitboxes are made, it's like you see some highly skilled violonist playing in Pizzicato and you say "this speak lazy to me" Learn how games are made, hitboxes do not need to fit the visual of the attack in a game that doesn't give you extremely precise control over body movement
@@KABLAMMATS You have no idea how video games are made and how hitboxes are made, what's the purpose of making an hitbox that looks like the attack when the attack is supposed to be dodge with i-frame and not by jumping ? bro seeing something totally normal and saying Fromsoft fell off, when you are ignorant about a subject you just don't talk about it
@@ni9274 Are you a game developer? because your take is really dumb, so i kinda doubt that. Its extremely apparent, that a disc having a spherical hitbox and beams having disc like hitboxes is absolutely stupid. You have to be deep into fanboy territory, to actually not see that. And even if you are unable to see that, saying that attacks are not supposed to be jumped over is ludicrous in itself, like do you even play elden ring? Are you just a kid that got offended on his friends behalf, because he proclaims "elden ring is the best thing evar"? Nothing you have said makes any sense what so ever.
would you people say his sword hitboxes are too big or is this standard for fromsoft? feel like its the sole reason why the 1-2 cross slash is undodgable since the hitboxes are so big and the animation comes out too quick..
The move is simply a blatant frametrap for midroll players, the animation lines up in such a way that it hits midrolling players before they can actually roll a second time unless their positioning is perfect and lucky. Hitboxes in Fromsoft games are generally a bit larger than the actual model to make it reasonable for both the enemies and players to hit their targets. However, some of these hitboxes are inexcusable, especially the bloodflame thrust where the hitbox is like 5 times wider than the blade itself, which is heinous in a game where many poking attacks have tight hitboxes that allow you to tightly run around the poke to get an attack of your own in. The ring projectile he can shoot having such a big spherical hitbox is also nonsensical considering it's much bigger than the presented projectile, you would think that such a flat disc is meant to be jumped over but it blatantly isnt allowed. The two "quake" moves are also inconsistent, the foot stomp he can do can be jumped over, which makes sense, yet the similar looking quake when he pulls his sword out of the ground is impossible to jump over because of a misleading hitbox. The ring and quake are both examples of why I don't like how jumping was implemented into the combat, moves that look jumpable aren't, and moves that should in no way be possible to jump over, are.
I'm very interested in knowing how many frames there are between two backstep in a row in ds2, because in pvp spamming them makes you almost untouchable Could you tell me or show it in a video?
Damn... I really wanted to see the hitboxes for the combo he ripped straight from Pontiff Sulyvahn... The swings legit go right above your head while you're standing and it hits you even as you are crouching...
Instead of saying "promised consort (spoiler)", just say "dlc final boss". Also if you are wondering why this comment is here, its because this was before the title got renamed
No wonder I got hit by so much bullshit with this boss. While other bosses have accurate hitboxes, this mf hitbox is way bigger on his swords attacks, slams and the lasers has a big hitbox once they hit the ground. No wonder strafing is near impossible
If you looked at a bunch of other bosses, they would have very similar hitboxes, and the smaller hitboxes that fall from rahdans sword are to detect the ground so the lazers can properly spawn in, as they deal no damage themselves test it your self.
"While other bosses have accurate hitboxes" Literally every single boss in every single soul game has hitbox bigger than the sword, it's how hitboxes works in video games in general. Bro you can literally strafe the slam what are you on ?
@@ni9274 elden ring specifically made hitboxes much more accurate than previous bosses. It’s why people are able to jump thru attacks and dodge their attacks in accident due to their hitboxes being more accurate. Previous souls game requires you to dodge 90% of the time besides specific bosses
@@ni9274 like because of the weapons big hitbox, you actually have to dodge earlier than the animations tells you if your are infront of him. Isn’t that great when you have to dodge consecutively
the thing is, this isn't even representative of elden ring bosses. It's more like a parody of ds3 bosses, since all you can do is roll and wait for the combo to end before attacking. When you look at morgott or radagon, their ai and movesets are so much more interesting, and theres a nice back and forth + you can jump/strafe attacks
@@wheatleythebrick2276 there are some combo gaps, though colossals can't take advantage of them for the most part. Everything lighter than that has a chance to, especially if they're lighter than a greataxe/greathammer
what in the dark souls 2 are those hitboxes on the swords, they are so obtuse compared to the actual shape of the swords also good to know i was right about the active frames on the gravity dodge, i was wondering why it was so generous to be early/late and still dodge the move
These hitboxes aren't any worse than the typical FromSoft hitboxes. DS2 has tighter hitboxes than DS1 and in many cases tighter than comparable ones in DS3, but people that play with low ADP falsely accuse them of being broken if they get hit in their legs towards the end of a low agility roll.
Haven't played Elden Ring, but I don't like the direction towards making everything faster and spammier. To me, it works in Bloodborne because hunters wear only clothes but seeing dudes in armor moving like rabid dogs feels off.
It's less about the speed and more about the chore of their attack patterns. The main game does this too but way, way too many ER: SOTE bosses are just AOE spamming MFs with 15 hit combos that have zero openings for healing or attack. The DLC bosses are all consistently visual treats but fighting them is infuriating.
I mean, it’s also the fact that along with the enemies the hunter is way quicker and can punish overly aggressive enemies with the gun. Sometimes playing Elden Ring feels like you are playing dark souls while the bosses are playing Sekiro
@@JoshDoVids They have plenty of openings but ER punishes you badly for healing or attacking in a neutral state unlike souls. If you want to heal you just have to do it during a bosses moves and position correctly
they never learned from dark souls and you want them to learn something from their current game? this is a fraud company that's creatively bankrupt my drilla
You still haven't understood that you are not supposed to strafe grabs, but you still can Just amazing how people will complain about the most ridiculous and non important things
watching this just kinda makes me sad. This boss is already pushing the boundaries as to what can be considered an acceptable and reasonable boss with how much general spam and AOE spam there is in phase 2. But to see how the pillars of light attacks and discus of light attack works... you can jump the pillars. how? clearly the attack has verticality? you can't jump the discus. **What**. and for the giant T-pose AOE. why are there like a billion orbs flying all over the place? are they just there to add to the visual spam and cause lag? i thought fromsoft were past the Blighttown days of making their trash-tier spaghetti-coded engine try to do things it can't handle, but i guess not. I suppose the frame rate issues and literal flashbangs that i expect could cause seizures in some people are just part of the challenge. This DLC over all was like a 9/10. but radahn existing as the final boss brings it right down to like a 6/10. Easily one of the worst bosses ever designed by fromsoft. At least malenia didn't spam AOE's and threaten to crash my game.
I have no earthly idea why they didn't just make * the lasers a hitscan tracer * the disc have a 2D circle instead of a 3D sphere. * the giant aoe just be one expanding 3D cylinder that damages you if you stayed in it at the end. Having different shaped hitboxes is clearly not some impossible feat, and it would definitely improve performance over spamming circles all over da place.
@@duongquan4986 oh im well aware. fromsoft has been using the exact same engine ever since their inception and they've just been building on it ever since then. it's easily the worst engine in existence and the only reason fromsoft can even put out decent games is because they've been using it for decades
lots of questionable hitbox for sure. Base game Elden Ring also has hitbox problems that don't visually match with the animations. It's no wonder players have a hard time deciding when to jump or not
I think second phase is awesome and one of the best experiences I have ever had in any video game. But he really needs some vary specific tweaks in certain ways to actually make it a great second phase.
@@Domo3000IDK. There's like a massive community within the Elden ring fanbase that likes to bash this specific boss. Gameplay wise there's only two problems with it. The triple slash combo that is near impossible to dodge, and the air juggle attack that sometimes doesn't register the I frames on your rolls. The frame dropping problem is more an issue with the game itself, not really this boss. And people act like the holy attacks make them go completely blind. I don't know if people are being over dramatic or have overly sensitive eyes, but the only attack that could maybe be considered a flash bang is the nuke attack.
yea the hitbox being about 5 times as thick as the blade makes sense i think these games were NEVER good all of them are meme games, even ds2, which has the most bearable controls, is painful to play because everything in these games is just bad funnily enough, ds2 gets trashed for ganks, bad hitboxes and awful lock on controls, even though every single souls game this fraud company has made has these issues they STILL haven't fix the issue of your sword bouncing off of tiny walls, yet the enemy can hit you through the thickest rock imaginable if his weapon is big enough btw they've learned NOTHING from sekiro armored core is their one series that's actually good
Yep it make sense, that's how hitboxes are made for weapons in all video games since if the hitbox were the size of the weapon you would never get hit. You clearly do not know anything about how hitboxes are made, if you're ignorant about something don't talk
@@ni9274 >you would never get hit wow it's like you have to make attacks and weapons, as well as player movement mechanics, that match the hitboxes or something it's really not hard to make a guy with a small sword intimidating without making his hitboxes 5 times the weapon's size do you realize that the guy who made this video even posted in one of his replies fume knight's hitboxes and they're ten million times better than radahn's? they're still silly sausages, but they're about 2 or 3 times thicker than the actual blade, which you can't in good conscience say about radahn's i think you're the ignorant one here, if you're not willing to even compare these hitboxes to the hitboxes in past games
@@ni9274 You have no idea what you're talking about. In games where dodging is an essential feature, enemy hitboxes are very close to (or smaller than) their models so the player can reasonably avoid it. Typically, it's player hitboxes that are loose blocks so they feel reliable, and to account for a lack of depth perception.
They actually removed the blinding white from the Bandai Namco logo just to create a Boss that blinds you
this is the definition of cheese if I ever saw a boss. Melania was as well but this tops that. I wish the devs would of designed better bosses instead of going full cheese with everyone. They could of at least not had bosses fly around the damn maps like circus freaks and the camera everywhere. If they would of took the time to made the scripts better for human builds for the player to fight would of been much better if you ask me.
Lets Hope they get care of It somehow. I dont have an issue of a Boss going apesh!t, but not having to make me take eye surgery would be extremely appreciated.
Radahn, Consort of Disco.
Okay but on a more detailed level I do just think a comb of sky lasers following his attacks does look ugly. Like, unrelated. If it was one sky laser, maybe, staying around and following his swing, I'd get it more, like he is painting the trajectory for where the sky lasers should go, but even then I'd really like a tangible source for them to be visible, or at least them to only happen on slams like every other game, or it kinda breaks immersion, they're just the bullet particles. Gotta have something related to them, even if just a motion. As it is he looks like he's from God Eater 3 and really doesn't care about the aesthetics of his burst arts. And that won't make sense unless you've played the game and note how many attacks just look a bit off or very off visually with certain burst art effects. Some burst arts, they'll do a diagonal slash, but if you put them on a notably, mildly is fine, but enough of a different diagonal visual effect, oh boy, is that going to grate you. I don't like arcs shot out of a gun or the end of a jab of a spear, they have to be drawn with a slash, or an appropriately arc shaped emitter. But God Eater 3 kind of really helps you understand the theory with bullet emitters because it doesn't allow you to put smash or thrust effects on slices, or vice versa. This is like if you put, yeah, the sky laser effect on your biting edge, ordinary, horizontal slashes, forget the specific burst art names of it, is, this is just irrelevant. If it was a golden, syrupy trail behind it, if it was afterimage slashes behind his normal combos, if his swords had a glowy light ball that followed them that spired a single, continuous laser behind it, or even that dropped a series of rapid projectiles that had a tiny explosion on the floor when they hit. All of that would look better, I think. It's a little thing but I think it's really important to get right and you don't appreciate the work that goes into this sort of thing until it goes wrong.
it's like the first time you people realize that hitbox in souls games don't fit the size of the sword, that also apply to the player
@@ni9274 My comment was actually just quipping on the fact that there's laser lights and gridded spheres. The pill hitbox is more well-known with reference to the player, the Grand Lance is the most famous example, but I can understand thinking they'd hone it in for the bosses, create more moments of tight dodges, but understandable that they don't do that, I get it. This way it's more about showing proof of intent, and therefore something closer to actual mastery, than about the swords whiffing overhead a lot for accuracy's sake, and generally feeling a lot safer versus large humanoids. It's video gamey in a good way that makes it a better video game, screw realismhards.
Btw, BIG CHEESE STRAT for the meteor at 6:35.
In short, you can cancel this attack into radahn just falling out of the air, doing nothing. You only need to be airborne about 2-3 second after he jumps into orbit. You can do it consistently by jumping every second, or just use some dragon incantiontion midair.
Longer explanation: Unlike how OG radahn uses the horse for tracking, Lord Radahn uses an invisible hitbox instead. The hitbox for detection appears on the player roughly 3 seconds after he launches, and teleports Radahn back to that location for the rest of the attack. You can probably guess by now why you need to be airborne -- this makes Radahn comes back midair, and lock him into a falling-landing animation, completely overwriting the rest of this meteor explosion attack.
Losing Leonard was a nerf XD
@@O-bearer-mine Major miscalculation on Miquella's part
Simpler explanation: just jump In place multiple times and the attack will cancel out
@@MckinleyStlouis Too many words, use AI to shorten this and overlay Subway Surfers over footage of Markiplier reading it.
In fact, Radahn does not use horses for tracking. Because they teleport in front of the player
4:18 am i seeing this correctly?
Instead of the pillars of light being say, hitscan lasers coming from the sky.... they are actually GRENADES being thrown to the ground that explode and only have a ground hitbox?!?!
That's the thing that I think most find him very hard for while it is not that bad, just good positioning and it is basically the same, but faster pace and more punishing phase 1 moveset.
Whenever I see hitboxes in just about anything, they get super simplified like that. My assumption is that making them too complex presents technical issues.
@@squeef Ironically, hitscan tracers are easier to do and actually are more performance efficient.
I'd say it's more of a case that FromSoft is more comfortable making everything a damn exploding spherical hitbox... which really limits the types of attacks they can dish out.
Yes, their position depends on the angle of the attacks and probably depends on the terrain. I think this makes the pillar to sometimes not have a consistent location
It would seem that the pretty boy was an aspiring grenadier the entire time.
2024.
Fromsoft still uses thick-ass cones for blades.
Oversized thick-ass cones, cone add like 15% size for the weapon/projectile.
Doesn't look much bigger than the sword. Nothing here looked like Fume Knight's thrust so I'm content.
@@Sharkamfss Fume Knight has tight hitboxes: ua-cam.com/video/0EhjPi2NxrQ/v-deo.html
@@Sharkamfss Fume Knight has good hitboxes, best fight in DS2. You’re just bad
His arms also have massive cones, which sometimes cause him to hit players behind him. I've lost count how many times at 0:12 I've made a jump attack to his back only to get hit by his shoulder.
I love the first phase and absolutely cannot stand the second one
On purpose to make you hate Miquella 😂
Can't stand either because we were robbed an actually unique final boss
@@lordninetails514How is this not unique. This boss plays completely different from og radahn
@@cosmicfrank5465 It's still radahn. We already fought radahn. A unique dlc needs a unique final boss. Just because he swings horizontal instead of vertical dosen't make it unique.
@lordninetails514 He actually swings very similarly to Starscourge, just faster and with more intent.
Either way my actually opinion is that Prime Radahn counts as a unique fight, same way Isshin Ashina and Sword Saint Isshin count as two unique fights.
Godwyn would've been cooler tho, but oh well.
Just noticed that even the meteor attack uses the after images, that’s insane 💀
it remids me of madara when he said "you survived my meteor but what if i create another one" and then he does
You need Sekiro’s running speed just to avoid him
I wanted to see the undodgeable two hit combo going to the x-cross
Very painfully, I learned the cross can be dodged going into him, in fact it gives a good counter opportunity.
undodgeable? you just roll to the left my guy lol
From what I can tell, the hitbox would just be the same big cylinders all his sword attacks have, but it looks like it could miss you if you roll left late enough.
It’s not undodgeable, but it’s pretty hard to dodge tho.
That got "fixed" in a patch already
Why does his entire arm up to his shoulder have to be the hitbox, and not just his swords lol
If Radahn swung a sword at somebody and he accidentally hit them with his arm because they were too close, I'm pretty sure it's still gonna hurt like hell.
FromSoft often does it to prevent players from just hugging the enemy
@@Domo3000 Ah, I see. Fair enough.
@Domo3000 I wish you would take reduced damaged then or something xD
@@Hydra_X9K_MusicThey did that with The Four Kings in DS1 and it meant face-hugging the boss made them borderline harmless. You basically took chip damage and with high poise you could trade hits all day without a problem.
this is ridiculous acording to the hitboxes you can jump over (most) lightning beams coming from above which shouldn't be possible but you can't jump over the lightning discus which should be possible.
The lightning discus is too high to be jumped over
@@ni9274 only right after it is thrown after that it would be low enough.
And you can’t jump over the AOE when he pulls his swords out of the ground after that big combo, despite the animation clearly being localized only to the ground. That hitbox is inexcusably bad
So, thats why Miquella prayer beam lagged hard on release. he is dropping wave of balls and balls and small balls.
On release? Shit is still nuking my pc
And probably Miquella's balls
One could say Miquella is balls.
1:47 oh so that’s why it’s impossible to dodge that
It can be dodged by running backwards while jumping the moment You are pulled in for some reason Even if it looks like You are in the rocks AoE
So it wasn't just my impression that the hitboxes were bigger than the actual weapon. From need to fix that, it is already a frustrating fight with how hard it is and with all the blinding visuals, doesn't need bad hitboxes to aggravate everything
Every single games with weapons have hitboxes bigger than the actual weapons, if it wasn't the case then it would be extremely difficult for the boss to hit you and for the player to hit the boss
That isn't bad hitboxes that's just hitboxes
@@ni9274 so every attack you can dodge pixel perfect even with emoting is a bad hitbox? When the invisible hitbox is much bigger than the effective and visible source of damage is a bad hitbox, there is no excuse. You can accept it, everyone is free but that doesn't change what it is
STILL NOT ENOUGH AOE SPAM AND 1 HOUR LONG COMBOS. WE NEED MORE !!! 🤓
Literally all combo in this video are short
@@ni9274That's not what i have seen
This is what happens when you mix in sekiro or BB with dark souls. And to everyone throwing around the ''complex combat'' and ''boss flow states'', it ain't anything new. It was always present even in older titles. You had to strafe, dodge, attack during openings, use jump attacks, etc. And ds2 sotfs had other things to consider such as environmental awareness, disabling boss abilities, stricter resource management, etc. So yeah, the bosses have less combo's because stamina actually mattered. Bosses like elena weren't a simple wait for opportunities and dodge, you had to learn how to manipulate their AI too. For example baiting velsdat to attack you, dodge him and then attack elena. Or attack the skeletons in between elena's attacks. So on and so forth. Stuff you do in ER as well.
The reason this seems ''easier'' is because the game spread out its difficulty far more greatly than ER. Like it had a hard mode, NG+, NG+2 changes, etc. which when combined to various degrees, made the bosses harder by that amount. For example, if the game started out with CoC + NG+2 levels of damage and health on enemies, I'm quite sure the game would become ''much harder'' for newer and older players playing it for the first time. But they'd learn the combat eventually. However that process wouldn't be that fun and it would be a cheap way to increase the difficulty. And this is largely what ER does. What ER does too is mismatch the player and boss speeds. This is approaching doom eternal buffed maruder territory and I'd rather fight that than this.
The solution to raising difficulty isn't spamming us with combo's and aoe's. If thats what FS wants to do then make the combat around that. Make the player match the boss and enemy speeds. Otherwise bring back the ds2 sotfs style of combat and refine that. Not dumb it down or completely change it.
they did add a 5 minute sekiro mode which allows you to negate every single attack or aoe done here and...
it begs why they didnt add this from the start, as just inherently part of the game. considering they clearly wanted to design bosses around being hyper aggressive.
but i agree that a return to something like sotfs would be better. slower more methodical.
actually, better comparison i make is with Armored Core. which has always been able to marry Action & Immersive Sim elements, honestly better than souls games.
@@vj7248 I'd comment on the dlc if the game actually decided to function. Its so broken I literally cannot play without suffering seconds long freezes and stutters.
I'll tell you why. To make the game ''hard''. Fromsoft and their own fanbase don't know what they want. that's why they made ER the way they did. Just look at how defended ER is to this day. Despite the dlc clearly showing the problems.
Ds2 sotfs set the best case for an open world dark souls game. Can't believe FS fumbled it up so badly.
I've not played AC6 as it ain't my cup of tea.
@@siyzerix the performance issues with souls games is quite sad considering how well optimized dark souls 2 is. ds3 & elden ring will always randomly lag at certain areas.
apparently, elden ring uses some broken drivers that fromsoft hasnt updated. and the only fix for it is exclusively for steam deck thanks to proton stuff.
@@vj7248 Its also the camera, needless obfuscation of information, no hardmode, no challenge runs baked into the game, etc. So many ways to expand difficulty instead of wombo combo's.
I've had those stuttering issues too
He turns into a fucking dragon ball planet buster moving with lightspeed in the second half
You didn't show Phase 2 Stomp Hitbox.
Cause its a disingenuous creator.
I always had a thought that he had too huge hitboxes on his sword swings. Now I can be certain...
Well that’s every hit box in a souls game, including your own weapons.
Not saying he’s a good boss tho, he’s especially bad with colossals, and I have a video showing a very funny glitch.
They really needed to have more time to cook with this dlc lol.
@@MakioGoHardio funny, but I had lot worse time with smaller weapons. But it's just me, I got used to big ass swords and I play much better with them then with fast stuff.
Haven't seen you for a very long time btw😁
@@Sargatas colossal weapons are actively punished in that fight.
He has 120 poise and regains it in 6 seconds which is hahahahah bad.
He also has 0 opening for colossals to swing mid combo, you have to wait for him to finish out his combos for a single punish usually a R1.
I find him the most enjoyable when deflecting and using a light weapon and ironically get more poise breaks than heavy weapons.
Let’s not even talk about the embarrassment that is the 3 swing combo, ik how to dodge it but it’s still bad.
@@MakioGoHardio he has not so much difference between light and heavy weapons tbh. 1 or 2. additional windows for one quick attack doesn't matter too much (backhanded blades with blind spot is a different situation tho). Poise breaking him with any weapon is a casino: if he flies away to do meteorites or projections - your posture break progress is gone anyway.
I have a video of no-hitting him (well...if we count chip holy damage from deflected attack as no hit), but he flied away way too often, so only one posture break. Tbh I'm glad that he has a lot of windows for charged heavy or weapon skill.
Triple slice is 100% objectively bad attack, no one will argue with that.
@@Sargatas I’ll just post a vid on my channel to show you what I mean.
you can jump over the pillars of light? lol, if this is true, thats a huge visual clarity problem, but then again, this boss loves you flashbang you and kill your fps at the same time.
Also those discus of light hitboxes are so lazy, the one skill you should be able to jump over...
Even if the hitbox was the size of the disk you wouldn't have been able to jump it, it would still touch the upper half your your body where your hitbox is active, from what I can see there is no terrain in the arena elevated enough to have allowed you to jump over it.
@@_BBAGG_ that's what I thought about the crucible guardians flying dive attack, but that's jumpable.
@@Losttank09 Crucibles stick to the ground while the giant discs come from Radahn's center of mass height. It would still be very inconsistent to jump even if the hitbox matched the visuals down to the pixels.
You can dodge them on time or move to a place where they don't spawn. But if you can jump it, which I haven't tried, then it's like other stomp attack.
They're lazy ? Are you a game dev ? Do you know anything about the process of making hitboxes, if your supposed to dodge an attack the form of the hitbox doesn't matter
Lol, so you can simply jump over thouse small lasers (when you jump lower half of your body doesnt register hits)?
Seeing this helps figure some of these out but god I wish the fps wouldn't tank, I feel once that's fixed and maybe tone the effects down if possible I'll enjoy phase 2 more but the fps dropping makes dodging very rough.
It's the left to right double slash into a cross slash that gets me, you either dodge the first and get hit by the second or viceversa, there is no way to dodge both on a wimp, at least not for mid rollers but who goes lightweight?
By pure chance I went hitless on Phase one twice, but only because I was on a lower elevation during the aforementioned attack and the second swipe didn't hit me
Yeah I usually only dodge both when he whiffs one of them
your videos are insanely good, keep it up
Very useful, thanks. Looks like you can jump the phase 2 holy AOE's after his regular attacks, never would have guessed based on the vertical pillars of light coming out of them
And this is one of the reasons why I would recommend Fromsoft tl consider making another Souls for here on a long time.
See, as long as time moved on, we saw the formula changing combat wise. They obviously prefered to change the strategic combat approach Souls games had to a more dinamic style Bloodborne onwards.
As an incise I never has an issue of how Boss fights works on any of Fromsoft content, not even on Elden Ring or its DLC which is currently being harshy criticised for having vastly fast paced boss fights that overwhelmed a lot of players, I wont talk about that. Imo is a design choice that I personally love but I get why other people wouldn't like.
Instead, I would want to talk my worries on a more technical level. Because honestly: Weren't you more annoyed here by things that technically always were there, like the hitboxes some attacks like grabs could have, or the issue that camera has against some boss fights, specially the ones with a box like arena,or the poor optimization and frame drops, more than any piece of content before?
Yes, I think that the biggest criticism, and imo something that would make almost everyone happy, is to change how the game deal with combat more on a technical level.
Because remind you: They had been using the exact same engine since Demon Souls, and on a lot of times It has glaring issues because of it, Bloodblorne, DS1 Blightown or SotE boss fights.
Hitboxes here doesn't help at all, as you have to optimize this kind of things specially when the boss design is like the way it is .
If a hard boss has bad hitboxes, the hitboxes feels three times worse than they really are for how much they stand in the way, like Commander Gaius case.
Camera on the other hand, is obvious right? In it best it helps a lot on humanoid boss fights, but overall on giant enemies its getting so much on the way for the enjoyment of the fight... look what happened with Fire Giant, the camera makes that an otherwise should be an epic fight a pain due to being hard to see half of the attacks.
Thats why, imo, if they want to keep this kind of fast paced combat, they better have to reconsider to improve the game on a technical level, knowing that now they have the budget for doing so.
I'd agree the issue isn't technically the bosses, more of the combat system as a whole. They need to evolve it, as Promised Consort is the maximum you can reasonably do with the already limited souls-like combat loop.
I think Elden Ring combat has way more depth than previous souls and I don't think FromSoft actually explore all of it or that they explored well in this DLC.
This bosses is pushing the limit, but it's because it's a bullshit boss with inconsistent attacks, insane tracking and some bad hitboxes.
Comparing this boss to Rellana or Messmer, or even base game bosses like Maliketh, Morgott. With those bosses, you can strafe attack, jump, crouch, use the posture system in your favor (Consort cheats by regen his posture faster than it should). With Consort, you roll, roll, roll, get 1 R1 punish, and repeat, to be able to dodge the cross slash combo, you need always to be at a specific spot, which also hinder agressive play, makes you play defensive and the spot you need to be is ass, you can't see the boss properly.
I do agree that some part of the combat evolved while other are still lacking, mainly camera and arena/terrain. Camera is obvious, everyone knows, they make big bosses that can't even fit on screen, sure bigger boss means you can see his attack more clearly, but if the camera don't do it's part, it doesn't matter. The enemies got way more complex over the years, a random elite enemy in ER is more complex than 70% of souls trilogy bosses, but they always interact with the terrain in the jankiest way possible, if there is a slight elevation, this is enough for an attack to get interrupted and the boss you fall randomly, the art direction evolved, arena are way more detailed now, but it doesn't mix too well with the combat
hopefully they start by untying the game physics and animations from FPS, let me have my frames and improve input latency.
Imagine Elden Ring with Nioh 2 combat mechanics.
I think they need a complete engine overhaul like they did for Sekiro but even more thorough.
Please do the next one for Gaius, i wanna see the pure BS that is the hitbox of the charge
Good god look how much longer some of those hitboxes are than the model. It's like 15%+ the length of the sword sometimes.
wow with the speed mod it almost looks fair
Almost, still can’t see shit
this boss to me is what a little kid thinks is a cool fight. Like oh look at all the crazy lights and explosions i can throw at you!
You can littearly make rhe same case with Gael or any boss lmao
Wow you mean a boss that is a good will use magic spells ? Who could have thought ?
@@rangopistacho6928 you are tripping if you think Gael is comparable here
@@rauqui5318 It is. I could make an equally stupid comment about how Gael is just an edgy sword guy that shoots out skulls and lightning, out of context it sounds stupid.
@@rangopistacho6928 I loved Gael’s infamous teleport attacks, light beams and after-images tbh so I don’t get the complaints
I have some questions about hitboxes, every time i see them they look bigger than the weapon, yet i have seen how attacks pass milimiters next to the player without hurting them, how's that possible?
Thats in every game that exists, most of the time the hitboxes are a bit bigger than the model, all Fromsoftware have this, i feel it could that the damage hitboxes arent active the moment they touch a model, Ive been trasspased by the curseBlades chakrams with no damage sometimes
Yeah it doesn't surprise me too much to see only a few issues. The one jumping attack in his second phase, after he stops flashing, activates his other sword hitbox even though that sword remains idle in the air. The hitbox for the lasers moving away from the consort in a circular pattern all of a sudden deciding to use a unique floating away hitbox, which doesn't properly match the attack. And the nuke attack, although that one looks more on the generous side. I feel like most of the consort's issues just stem from rough to bad attack design, like the left-right-double swipe being a ridiculous thing to dodge.
The floating hitbox doesn't change the way you dodge the attack.
the nuke attack is supposed to be ran away from.
All of the example you gave aren't bad hitboxes
Not ridiculous to dodge just hard
@@ni9274 You word this like I have a major issue with these hitboxes lol. Yes these hitboxes are at best a minor issue if even an issue at all, especially in practice. But the inconsistencies don't make them well designed either as far as I'm concerned.
Looks like what base game Radahn had with his swords. The hitboxes are more inflated despite the actual length of the blade. I was wondering why i was getting caught out despite the blade not touching me when I was figuring the boss out.
Makes no sense and messes with your brain/instincts = hard. And in the mind of a Fromdrone, hard = good. Did I get that right?
The boss punishes you for rolling away and not into his sides, and the AoEs appear directly where the swords touch, meaning you should to the other side the swords come from.
It is very intuitive and doesn't mess with my brain but I can understand if you have critiques for his visual clarity.
@@Sharkamfss The beam AoEs are jumpable as the beams do not have a hitbox, the huge aoe on the ground is a sphere and isn't jumpable even though it should be. They ether didn't test this stuff or they're sadists
@@crepooscul Seeing a large boss usually means jumping is out the window. It's all spacing and i-frames if you don't think too hard about it.
What isn't making senses in this clip ? In literally all melee fighting games the sword hitboxes are larger than the sword.
Every games messes with your instincts
Nobody said hard = good.
@@ni9274 Most fan souls say that hard = good. And literally read my 2nd post. No, not all games mess with your instincts. I've played pretty much every souls game multiple times other than demon souls. Elden Ring finally threw out the window the suspense of disbelief that you're actually dodging attacks. You're not dodging attacks, you're i-framing them. You roll and jump through ridiculous visual effects, and take 0 damage. My main issue with the game is just how unimmersive it is. The delayed attacks don't make me think I'm fighting a believable behemoth. They make me think a developer tried to optimize the difficulty around the healthbars, because IRL everyone wouldn't hesitate to hit you due to getting stabbed in the gut. It's as if the bosses know they have health bars and know they can take hits from you so they end up delaying their attacks and looking ridiculous in the process. It's as if the bosses went to anti i-frame/roll catching school and fought thousands of identical tarnished before that all tried to cheese them with i-frames. It just pulls you out of the game in general, not just this boss.
Yes I know you don't have to do this. I know the game has sufficient RPG mechanics that allow you to humiliate bosses without even rolling once. I'm only talking about how they designed bosses to be as unimmersive as possible.
The sphere on the disc speaks laZy to me
Man, even fromsfot is cutting corners, they really fell off huh smh my head
Cause you have absolutely no idea how these hitboxes are made, it's like you see some highly skilled violonist playing in Pizzicato and you say "this speak lazy to me"
Learn how games are made, hitboxes do not need to fit the visual of the attack in a game that doesn't give you extremely precise control over body movement
@@KABLAMMATS You have no idea how video games are made and how hitboxes are made, what's the purpose of making an hitbox that looks like the attack when the attack is supposed to be dodge with i-frame and not by jumping ?
bro seeing something totally normal and saying Fromsoft fell off, when you are ignorant about a subject you just don't talk about it
@@ni9274 Are you a game developer? because your take is really dumb, so i kinda doubt that. Its extremely apparent, that a disc having a spherical hitbox and beams having disc like hitboxes is absolutely stupid. You have to be deep into fanboy territory, to actually not see that. And even if you are unable to see that, saying that attacks are not supposed to be jumped over is ludicrous in itself, like do you even play elden ring? Are you just a kid that got offended on his friends behalf, because he proclaims "elden ring is the best thing evar"? Nothing you have said makes any sense what so ever.
@@ni9274 Calm down dude, FromSoft has never been the best at making boss fights, that title rests pretty firmly on the shoulders of Monster Hunter
would you people say his sword hitboxes are too big or is this standard for fromsoft? feel like its the sole reason why the 1-2 cross slash is undodgable since the hitboxes are so big and the animation comes out too quick..
The move is simply a blatant frametrap for midroll players, the animation lines up in such a way that it hits midrolling players before they can actually roll a second time unless their positioning is perfect and lucky.
Hitboxes in Fromsoft games are generally a bit larger than the actual model to make it reasonable for both the enemies and players to hit their targets.
However, some of these hitboxes are inexcusable, especially the bloodflame thrust where the hitbox is like 5 times wider than the blade itself, which is heinous in a game where many poking attacks have tight hitboxes that allow you to tightly run around the poke to get an attack of your own in.
The ring projectile he can shoot having such a big spherical hitbox is also nonsensical considering it's much bigger than the presented projectile, you would think that such a flat disc is meant to be jumped over but it blatantly isnt allowed.
The two "quake" moves are also inconsistent, the foot stomp he can do can be jumped over, which makes sense, yet the similar looking quake when he pulls his sword out of the ground is impossible to jump over because of a misleading hitbox.
The ring and quake are both examples of why I don't like how jumping was implemented into the combat, moves that look jumpable aren't, and moves that should in no way be possible to jump over, are.
It took me far far far to long to realize you were moving at mach 12
Finally can git gut this Miquella mofo but at cost my sanity and productifity throught the week 😭
Make a vid on that guy bis & his ds2 video!
I'm very interested in knowing how many frames there are between two backstep in a row in ds2, because in pvp spamming them makes you almost untouchable
Could you tell me or show it in a video?
Damn... I really wanted to see the hitboxes for the combo he ripped straight from Pontiff Sulyvahn... The swings legit go right above your head while you're standing and it hits you even as you are crouching...
Instead of saying "promised consort (spoiler)", just say "dlc final boss". Also if you are wondering why this comment is here, its because this was before the title got renamed
its been 3 weeks.
@@dziosdzynes7663 whats your point?
@@dziosdzynes7663 some people are busy and haven't finished the DLC yet :3
Who cares, it's a terrible boss fight anyway.
@@Rosy_bun what are they doing here then?
I see in that second phase you resorted to being a dex build. All that f**king zooming you doing
Its visualized but I still can hardly see the sheit
No wonder I got hit by so much bullshit with this boss. While other bosses have accurate hitboxes, this mf hitbox is way bigger on his swords attacks, slams and the lasers has a big hitbox once they hit the ground. No wonder strafing is near impossible
If you looked at a bunch of other bosses, they would have very similar hitboxes, and the smaller hitboxes that fall from rahdans sword are to detect the ground so the lazers can properly spawn in, as they deal no damage themselves test it your self.
"While other bosses have accurate hitboxes" Literally every single boss in every single soul game has hitbox bigger than the sword, it's how hitboxes works in video games in general. Bro you can literally strafe the slam what are you on ?
@@ni9274 elden ring specifically made hitboxes much more accurate than previous bosses. It’s why people are able to jump thru attacks and dodge their attacks in accident due to their hitboxes being more accurate. Previous souls game requires you to dodge 90% of the time besides specific bosses
@@ni9274 like because of the weapons big hitbox, you actually have to dodge earlier than the animations tells you if your are infront of him. Isn’t that great when you have to dodge consecutively
behold, everything wrong with modern fromsoft boss design
Can you point me to something wrong in this video ?
@@ni9274Jesus Christ, you are literally getting defensive with every comment criticizing the Boss
the thing is, this isn't even representative of elden ring bosses. It's more like a parody of ds3 bosses, since all you can do is roll and wait for the combo to end before attacking. When you look at morgott or radagon, their ai and movesets are so much more interesting, and theres a nice back and forth + you can jump/strafe attacks
@@wheatleythebrick2276 there are some combo gaps, though colossals can't take advantage of them for the most part. Everything lighter than that has a chance to, especially if they're lighter than a greataxe/greathammer
It's absolutely just this boss. Everything else in the dlc is nicely tuned although rellana does have way too much health for the point you fight her
You beated him with some cheese didn't you hehe.
what in the dark souls 2 are those hitboxes on the swords, they are so obtuse compared to the actual shape of the swords
also good to know i was right about the active frames on the gravity dodge, i was wondering why it was so generous to be early/late and still dodge the move
These hitboxes aren't any worse than the typical FromSoft hitboxes.
DS2 has tighter hitboxes than DS1 and in many cases tighter than comparable ones in DS3, but people that play with low ADP falsely accuse them of being broken if they get hit in their legs towards the end of a low agility roll.
@@Domo3000 oh my god you never stop shilling ds2
@@gigagogagagio capitalize the G my drilla
ds2 mogs any other soulshit btw (it's 4/10)
tbh i thought they were gonna be much worse when i clicked on it. like giant sausages around the blade or something
@@Domo3000ua-cam.com/video/MQzpozoBqa8/v-deo.htmlsi=HoppW5CriqfCiiYg very tight hitboxes
Haven't played Elden Ring, but I don't like the direction towards making everything faster and spammier. To me, it works in Bloodborne because hunters wear only clothes but seeing dudes in armor moving like rabid dogs feels off.
Believe me, this boss is uniche in his bad way
yeah but dudes in armor can move like rabid dogs, thats a misconception.
although, i still dont like this boss.
It's less about the speed and more about the chore of their attack patterns. The main game does this too but way, way too many ER: SOTE bosses are just AOE spamming MFs with 15 hit combos that have zero openings for healing or attack. The DLC bosses are all consistently visual treats but fighting them is infuriating.
I mean, it’s also the fact that along with the enemies the hunter is way quicker and can punish overly aggressive enemies with the gun.
Sometimes playing Elden Ring feels like you are playing dark souls while the bosses are playing Sekiro
@@JoshDoVids They have plenty of openings but ER punishes you badly for healing or attacking in a neutral state unlike souls. If you want to heal you just have to do it during a bosses moves and position correctly
The sword hitboxes are so oversized lol. Didn't they learn from the first Radhan???
they never learned from dark souls and you want them to learn something from their current game?
this is a fraud company that's creatively bankrupt my drilla
@larsen7249 bait used to be believable
Every single hitboxes for weapons in video games will be bigger than the weapon, don't talk about something you clearly do not understand
@@ni9274 Why does his arm need a hitbox that's twice the radius of the sword.
When can you attack?
That's the neat part, you can't.
Show you getting hit by the grab whilst trying to strafe it, they still don’t know how to make grabs lol.
You still haven't understood that you are not supposed to strafe grabs, but you still can
Just amazing how people will complain about the most ridiculous and non important things
@@ni9274 ik you can strafe it by sprinting to his back lol, stop assuming things I’ve no hit this boss and it’s still bad imo.
watching this just kinda makes me sad. This boss is already pushing the boundaries as to what can be considered an acceptable and reasonable boss with how much general spam and AOE spam there is in phase 2. But to see how the pillars of light attacks and discus of light attack works... you can jump the pillars. how? clearly the attack has verticality? you can't jump the discus. **What**. and for the giant T-pose AOE. why are there like a billion orbs flying all over the place? are they just there to add to the visual spam and cause lag? i thought fromsoft were past the Blighttown days of making their trash-tier spaghetti-coded engine try to do things it can't handle, but i guess not. I suppose the frame rate issues and literal flashbangs that i expect could cause seizures in some people are just part of the challenge.
This DLC over all was like a 9/10. but radahn existing as the final boss brings it right down to like a 6/10. Easily one of the worst bosses ever designed by fromsoft. At least malenia didn't spam AOE's and threaten to crash my game.
I have no earthly idea why they didn't just make
* the lasers a hitscan tracer
* the disc have a 2D circle instead of a 3D sphere.
* the giant aoe just be one expanding 3D cylinder that damages you if you stayed in it at the end.
Having different shaped hitboxes is clearly not some impossible feat, and it would definitely improve performance over spamming circles all over da place.
Thank you. I thought I was going insane thinking that the final boss soured the DLC experience
Here's the secret, they never get rid of their spaghetti-codes.
@@duongquan4986 oh im well aware. fromsoft has been using the exact same engine ever since their inception and they've just been building on it ever since then.
it's easily the worst engine in existence and the only reason fromsoft can even put out decent games is because they've been using it for decades
lots of questionable hitbox for sure. Base game Elden Ring also has hitbox problems that don't visually match with the animations. It's no wonder players have a hard time deciding when to jump or not
Fighting Radahn again is nothing short of amazing and an absolute honour
Is it just me or are some of the animations just really bad and stiff? The starcaller cry in particular just looks so goddamn bad
I don't see it. Everything seems to flow just fine to me.
Just admit that the boss kicked your ass man,it's not that hard
The animations are fine
@@justarandomskull I beat him on my 2nd try
God bless brass shield 🙏
Animations look like what I expect from a Fromsoftware game. Nothing really seems that off.
I think second phase is awesome and one of the best experiences I have ever had in any video game.
But he really needs some vary specific tweaks in certain ways to actually make it a great second phase.
Worst boss in souls hystory confirmed✅️
Don't see the issue. He was fun to learn for me
@@Domo3000IDK. There's like a massive community within the Elden ring fanbase that likes to bash this specific boss. Gameplay wise there's only two problems with it. The triple slash combo that is near impossible to dodge, and the air juggle attack that sometimes doesn't register the I frames on your rolls. The frame dropping problem is more an issue with the game itself, not really this boss. And people act like the holy attacks make them go completely blind. I don't know if people are being over dramatic or have overly sensitive eyes, but the only attack that could maybe be considered a flash bang is the nuke attack.
yea the hitbox being about 5 times as thick as the blade makes sense i think
these games were NEVER good
all of them are meme games, even ds2, which has the most bearable controls, is painful to play because everything in these games is just bad
funnily enough, ds2 gets trashed for ganks, bad hitboxes and awful lock on controls, even though every single souls game this fraud company has made has these issues
they STILL haven't fix the issue of your sword bouncing off of tiny walls, yet the enemy can hit you through the thickest rock imaginable if his weapon is big enough btw
they've learned NOTHING from sekiro
armored core is their one series that's actually good
Yep it make sense, that's how hitboxes are made for weapons in all video games since if the hitbox were the size of the weapon you would never get hit.
You clearly do not know anything about how hitboxes are made, if you're ignorant about something don't talk
@@ni9274
>you would never get hit
wow it's like you have to make attacks and weapons, as well as player movement mechanics, that match the hitboxes or something
it's really not hard to make a guy with a small sword intimidating without making his hitboxes 5 times the weapon's size
do you realize that the guy who made this video even posted in one of his replies fume knight's hitboxes and they're ten million times better than radahn's?
they're still silly sausages, but they're about 2 or 3 times thicker than the actual blade, which you can't in good conscience say about radahn's
i think you're the ignorant one here, if you're not willing to even compare these hitboxes to the hitboxes in past games
@@ni9274 You have no idea what you're talking about. In games where dodging is an essential feature, enemy hitboxes are very close to (or smaller than) their models so the player can reasonably avoid it. Typically, it's player hitboxes that are loose blocks so they feel reliable, and to account for a lack of depth perception.